_____ _ / ___/____ ____ (_)____ \__ \/ __ \/ __ \/ / ___/ ___/ / /_/ / / / / / /__ ___/____/\____/_/ /_/_/\___/ ____ / ___/____ (_)___ / /_ ____ _/ / / \__ \/ __ \/ / __ \/ __ \/ __ `/ / / ___/ / /_/ / / / / / /_/ / /_/ / / / /____/ .___/_/_/ /_/_.___/\__,_/_/_/ /_/ Sonic Spinball FAQ/Walkthrough by TUI ___ _ _ | _.|_ | _ __|_ / _ .__|_ _ .__|_ _ |(_||_)|(/_ (_)| \_(_)| ||_(/_| ||__> ::::::::::::::::::::::table of contents 1) Intro 2) Controls 3) Definitions 4) Toxic Caves 5) Lava Powerhouse 6) The Machine 7) The Showdown 8) Outtro ___ | .__|_.__ _|_| ||_|(_) :::::::intro This is an FAQ for what I consider to be the greatest Sonic the Hedgehog game ever created: Sonic Spinball. Recently re-released for the Nintendo GameCube as a part of the Sonic Mega Collection, this game shows the creativity of game designers that I find sadly lacking in more recent games. The concept is delightfully simple and entertaining; Sonic, who has been spinning into a little furball ever since the original game, is now thrown into a diabolical defense system in Robotnik's Fortress known as the Pinball Defense System. Here, Sonic must play the role of the ball in a game of pinball in a quest to find the Chaos Emeralds hidden within each stage. Sound strange? It is, but it is strangely addicting and enjoyable, and I believe you will find it to be the best Sonic game ever, even with the recent addition of Sonic Adventure I & II. _ / _ .__|_.__ | _ \_(_)| ||_|(_)|_> ::::::::::controls You use only three buttons for this game. One is set to control the left flipper, one is set to control the right flipper, and one is set to control both flippers. These buttons will flip all flippers in the level, not just the table you are currently in, so remember that. Also, these buttons are also used to make Sonic jump when he is standing still, which happens much more than you would think in a pinball game. But remember, this is Sonic, so you can't go without the Spin Dash! Speaking of the Spin Dash, there is one time when you are required to invoke this power, so I'll mention it once here and once later. To do the Spin Dash, hold down the "Down" direction and repeatedly tap "A" to cause Sonic to spin in place. Release the "Down" direction to send Sonic spinning off into the wild blue yonder! _ _ | \ __|_o._ o_|_o _ ._ _ |_/(/_| || || |_|(_)| |_> ::::::::::::::definitions This is a basic dictionary of pinball terms that will help you understand the remainder of this FAQ. If you are familiar with pinball already, then all of this should be review for you, but then again; review never hurt anybody! BOSS TABLE: The TABLE that contains the boss of the level. BUMPER: Anything that repels the ball currently in play if hit by the ball. Bumpers can be anything from the triangular bumpers above the FLIPPER to small round bumpers randomly arranged in the TABLE. CATCH: To hold the FLIPPER in the "up" position so as to prevent the ball from moving. CHUTE: Refers to the LANE that runs behind the FLIPPERS and deposits the ball into the DRAIN. CHUTE SAVE: Usually activated by hitting certain TRIGGERS, the chute save fires the ball back into the TABLE and keeps it from falling down the DRAIN. DRAIN: The area between the FLIPPERS in a TABLE. Falling through the drain results in the loss of the current ball. DRAIN SAVE: A rare occurrence that either completely prevents the loss of ball or allows the player to prevent that loss. EMERALD: The Chaos Emerald is the goal of Sonic's Quest; collect all of these to open the BOSS TABLE. FLIPPER: Located at the bottom of the TABLE, the flippers are used to propel the ball upward. HALF-TABLE: A form of MINI-TABLE that has only a single flipper. It may or may not have a DRAIN that results in the loss of ball, and usually does not have a CHUTE of any sort. LANE: A path that the ball can follow. If shot into a lane, the ball is forced to follow the path until it reaches the end. Lanes can take the form of long, narrows pipes to short LOOPS. LEVEL: A collection of TABLES connected by LANES and WARPS. LOOP: A special form of a LANE that follows a circular path and usually gives some sort of point bonus. MINI-TABLE: A small sized table with very few TARGETS, LANES, etc. In Sonic Spinball most EMERALDS are found in the mini-tables. PLUNGER: The apparatus that initially fires the ball into the TABLE at the beginning of the game. TABLE: The playing arena that includes the FLIPPERS, the DRAIN, one or more CHUTES, and a variety of BUMPERS, LANES, LOOPS, WARPS, and TARGETS. TARGET: Located along the border of the table, hitting all of the targets in a set causes some sort of change to occur (usually the CHUTE SAVE). TRIGGER: Another term for TARGET, but usually refers to a special button that depresses as opposed to a switch. WARP: When the ball is fired into a warp, it is taken to another warp somewhere else in the LEVEL. ___ _ | _ o _ / _. _ _ |(_)><|(_ \_(_|\/(/__> ::::::::::::toxic caves LEVEL ONE: Difficulty: ** Three Emeralds One main table; two mini-tables; one Boss table. MAIN TABLE ------------------------------------------------------------------------ DRAIN SAVE: Sonic lands on a metal barrel. Jump to avoid attack by the sea monster. CHUTE SAVE (closed): Hold down the direction on the stick toward the center of the table to have Sonic grab onto the metal barrel and pull himself up. Then jump to avoid attack by the sea monster. CHUTE SAVE (to open): Hit the mirror targets near the Sewer Pipes. ------------------------------------------------------------------------ You begin the level by jumping out of the sewer onto a ledge. Run to the right to be plungered into the main table of the Toxic Caves. Right now your mobility is limited to the confines of this table, so your first order of business is to open the way to the rest of the level. To do this, aim for the upper corners of the table. These alcoves have three worms in them, but they also have small targets at the top. Drop both of these targets to drain the slime out of the container at the top of the table and to open the path to the mini-tables. To go to the mini-table, hit Sonic into one of the Sewer Pipes on the edge of the table. You can go into either the left or right side pipe, but for simplicity's sake, I will assume you go in the right side pipe. Change any directions if you go to the left side pipe. MINI-TABLE ------------------------------------------------------------------------ DRAIN SAVE: If you have not gotten the center emerald from the slime vat, Sonic will land in a metal barrel that acts as a boat. Jump up to re-enter the table. If you have gotten the emerald, the drain save is random. CHUTE SAVE (closed): If you have not gotten the center emerald from the slime vat, hold the direction on the stick toward the center of the table. Sonic will land in a metal barrel that acts as a boat. Jump up to re-enter the table. If you have gotten the emerald, the chute save is random. CHUTE SAVE (to open): Hit the two targets in the table. One is below the Sewer Pipe, one is near the loop. When open, spin dash away from the direction you came from when the warp door is closed. ------------------------------------------------------------------------ Your main goal here is to access a small mine-car system that gives access to two of the three emeralds hidden in this level. To do this, you will need to do two things. First, you need to open the bridge on this side of the level to allow passage of the mine car. To do this, look for a row of red lights on the table. If you can hit Sonic so that he follows that path, you will roll through a loop and grab onto the switch, opening the path. Now you need to gain access to the mine-car system. Here, you have two options. The first is to hit Sonic into the Sewer Pipe. Each time you hit him in there, he will destroy one of three barrels blocking your path. Destroy all three to open the path. The second option is to shoot Sonic through the loop at the top of the table three times, thus opening a small door. If you passed through the small door, you're exactly where you want to be; directly below a single flipper. If you passed through the Sewer Pipe, jump over the small barrier and slide down over the flipper to stand below it. Your goal is to propel yourself through the Sewer Pipe on the upper-left into the Boss Room; however, since the Boss Room is not open, you will be dropped into the mine-car shaft. In the mine-car shaft, you have a choice of direction. If you came from the right mini-table, press left. If you came from the left mini-table, press right. Presto - your first emerald! To get the second emerald, repeat the same process, but go through the mini-table on the other side of the level. Now for the third emerald. To get it, go to any one of the two mini- tables and drain down the middle (trust me!). Do it right and you'll land in a metal oil barrel. Use this as a raft and paddle over to the slime vat that you drained earlier. Jump in and land on the emerald. The boss room is now open. To get to it, go to one of the mini-tables and take the path to the single flipper at the top. Fire yourself through the Sewer Pipe to reach the Boss Room. BOSS TABLE ------------------------------------------------------------------------ DRAIN SAVE: Hit targets to activate it. Otherwise, if you drain down the middle you will be dropped in the middle of the main table in the level. CHUTE SAVE (closed): Same as drain save. CHUTE SAVE (to open): Same as drain save. When open, flip back into the Boss Room using the flipper. ------------------------------------------------------------------------ To beat Scorpius, you need to first knock off his tail. The easiest way is to shoot Sonic up to one of the ledges on the upper corners of the room, then jump into the area bounded by the tail when the opportunity presents itself. Once the tail is gone, a few hits defeats Scorpius. _ | _. _. |_)_ _ ._|_ _ _ _ |_(_|\/(_| | (_)\/\/(/_| | |(_)|_|_>(/_ ::::::::::::::::::::::::lava powerhouse LEVEL TWO Difficulty: *** Three emeralds Two main tables; two mini-tables; two steam arenas; one Boss table MAIN TABLE ------------------------------------------------------------------------ DRAIN SAVE: There is none; Sonic dies CHUTE SAVE (closed): There is none; Sonic dies CHUTE SAVE (to open): Hit the mirror targets along the top of the room. When open, Sonic will be propelled back into the table. ------------------------------------------------------------------------ As before, this table has absolutely nothing to offer us, so we need to get out of here. To do this, we need to bust down the door blocking our path. You can either directly hit the door, located at the top-right of the table, or you can loop into the cannon located at the middle-left of the table. Either way, three hits busts it open and then you can pass through. STEAM ARENA I ------------------------------------------------------------------------ The wackiest part of the game. Press any button to shoot steam out of the outlets, propelling Sonic upward. In the middle of the room is a pipe that will take you to the next room; however, you can't make it up there on your own steam (no pun intended). To get there, you need to bounce off of one of the many Clucks in the room. Pass through the pipe to reach your first emerald. Once you get the emerald, hold down a direction (left or right). If you are lucky, Sonic will grab onto the edge and keep from falling back down the pipe. If he does fall back, shoot him back through the pipe while holding down a direction (left or right). Spin dash in that direction to be bumped to the next Steam Arena. Ignore it for now and move to either extreme of the Arena and propel Sonic out into the Mini Table. MINI-TABLE ------------------------------------------------------------------------ DRAIN SAVE: If you're in the left mini-table, hold down "right" (and vice versa) and you will hopefully fall back into Steam Arena I. Otherwise you will fall back into the main table. CHUTE SAVE (closed): You will fall back into the main table. CHUTE SAVE (to open): Hit the mirror targets along the top of the room. The outside chute will shoot you back into the room along the bumpers; the inside chute will drop you in Steam Arena II. ------------------------------------------------------------------------ From now on the mini-tables aren't completely symmetrical; deal with it. No matter how whether the symmetry is complete, the goal is the same. If you are in the left mini-table, there is a cannon on the right side (and vice versa) that has a cork stuck in it. You need to loop into the cannon and bust the cork out. Three hits busts the cork. Once the cork is busted, you will drop into the emerald shaft; immediately start tapping a button to cause the steam jets to fire and propel Sonic upward. If you mess up, Sonic will fall back down into Steam Arena I. If you are successful, you will be rewarded with an emerald. Drop into the main pipe and fall into Steam Arena I. Go back to the other mini-table and repeat this process to get the last emerald. After that, go to Steam Arena II. STEAM ARENA II ------------------------------------------------------------------------ You need to get to the Boss Room. There are two pipes, one on each side. The concept is the same as Steam Arena I, but you have to bounce up a little higher this time. As before, patience is a virtue; you'll be needing it here. BOSS TABLE ------------------------------------------------------------------------ DRAIN SAVE: Sonic falls waaaaay down and grabs onto a chain that keeps him from falling into a vat of lava. But, as you might expect, the chain is unstable. Swing him back and forth using the control stick and press a button to make him let go. Your goal is to swing him clear of the lava. If you are successful, you will be warped back into Steam Arena I. CHUTE SAVE (closed): Sonic is dropped into Steam Arena I. CHUTE SAVE (to open): Hit the mirror targets on the Roboiler. Sonic is dropped into Steam Arena II. ------------------------------------------------------------------------ You need to defeat the Roboiler; a nasty and annoying boss (the reason this level got a difficulty rating of three stars as opposed to two). There are four floating Robotnik heads inside the Roboiler; you can either shoot straight up the middle (which will only damage the first head until it is destroyed), or you can shoot Sonic along the outside of the room into the Roboiler at the top. If the steam jets block you, there is a chance that Sonic will land safely on the platform, and from there you can jump in. Practice makes perfect; Destroy all four Robotnik heads to defeat the Roboiler. ___ ||_ _ |\/| _. _|_ o._ _ || |(/_ | |(_|(_| ||| |(/_ :::::::::::::::::the machine LEVEL THREE Difficulty: * Five Emeralds Two main tables; two half-tables; one bumper room; one Boss table MAIN TABLE ------------------------------------------------------------------------ DRAIN SAVE: There is none; Sonic dies CHUTE SAVE (closed): There is none; Sonic dies CHUTE SAVE (to open): As usual, hit the mirror targets along the top ------------------------------------------------------------------------ This level is probably the easiest of all of them, and with the right strategy you can get all five emeralds within five minutes. Sonic should be warped to the main table on the right side of the room, but if he is not, shoot him over there (the two main tables are joined in the middle). Once in the right table, make a note of the rotating cage on the far right side of the table, then catch Sonic in the left flipper. Between the two flippers you will see a little diagram that is moving. This is showing you the current position of the cage I mentioned. It rotates between the eight cardinal directions. When it is pointing to the south-west, fire Sonic into the cage to get the first Chaos Emerald. Note: If you shoot Sonic at the cage at any other time, the entrance will not be open; however, you will still get the emerald (but won't be dropped into the half-table). HALF TABLE ------------------------------------------------------------------------ DRAIN: You begin in the drain; it consists of three plungers and a lane to the left. Fall into one of the plungers to be propelled upward to the flipper; fall into the lane to be dropped into the main table. CHUTE: There is none ------------------------------------------------------------------------ Fall into one of the plungers and propel yourself upward to the flipper. Your goal is to catch Sonic in the flipper. When this is accomplished, the flipper will begin to move upward along the wall. However, if you release the flipper, it will stop moving. Let it move all the way up to the top. Now, pay attention to the little wasp moving back and forth. When he is at the left side, flip Sonic off of the tip of the flipper and hold "right" on the control stick. Sonic will land on a little ledge. Jump onto the moving platform. When the platform is all the way to the left, jump off of the left of it into the little funnel to get the second emerald. Now, hold "left" on the control stick as you fall. BUMPER ROOM (ANIMAL PRISON) --------------------------- You will fall into the Animal Prison, which is a huge room filled with bumpers. If you hold right as you fall, you should drop either into a little empty area or into a plunger. The room is arranged symmetrically: on the left and right are paths that drop you into the main table, next to them are plungers, and between the plungers is a little empty tube. Jump into the plungers and bounce around in the room a bit. When you hit a bumper a few times, the cage will open and an animal will be freed. However, the cage in the very center doesn't have an animal; it actually has an emerald. Free the emerald, then jump into that tube that used to be empty to get it. Jump out of the tube and hold "left" on the control stick to fall into a lane that leads to the main table...and the fourth emerald! It's one of those little cages you shot Sonic into earlier, and it had an emerald as well. You will then be dropped into the left half-table. HALF-TABLE ------------------------------------------------------------------------ DRAIN/CHUTE: Same as before ------------------------------------------------------------------------ As before, catch Sonic on the flipper; however, this time you don't want the flipper to go all the way to the top. As you go up, watch for the lanes that the flipper passes (they're marked with rows of bright lights). When you reach the fourth one, stop and fire Sonic into it. Most likely you will not succeed and will only destroy the robotic wasp; that's ok - just catch Sonic and try again. If you can get him into that lane you'll grab the last emerald. You'll be dropped back into the Animal Prison, so hold left on the control stick to be dropped back into the left half-table. From here, catch Sonic and take the flipper all the way to the top. You need to get Sonic to land on the moving platform. Easier said than done; but to make it easier, shoot Sonic into the little red area to stop the platform from moving (and, conveniently, to stop exactly where you want it to). When on the platform, you need to jump straight up on the far left end of the half-table. From here, follow the path until you reach two wasps flying in mid-air. Destroy the one on the left, then drop down into the plunger to reach the Boss Room. BOSS TABLE ------------------------------------------------------------------------ DRAIN SAVE: Hit the mirror targets on the left and right sides of the table to activate the drain save. If inactive, Sonic is dropped into the Animal Prison. CHUTE SAVE (closed): Sonic is dropped into the Animal Prison CHUTE SAVE (to open): Same as drain save. ------------------------------------------------------------------------ Yes! You finally get to destroy the Veg-O-Machine; Robotnik's famous machine that turns animals into mindless robots. Start by destroying the supply tubes on the left and right side. Shoot Sonic to the left or right of the machine to bust the tube. If you're lucky, you can get Sonic to bounce between the tube and the little electric surge and indefinite numbers of times and bust the tube with a single shot - that is the ideal way to bust the tubes. When the tubes are gone, it's a cakewalk. Shoot Sonic into the middle of the machine and get him to bounce around for a little while in there to destroy it. ___ __ ||_ _ (_ |_ _ _| _ ._ || |(/_ __)| |(_)\/\/(_|(_)\/\/| | :::::::::::::::::::::::the showdown LEVEL FOUR Difficulty: ***** Five Emeralds One main table; four mini-tables; two half-tables; one boss table MAIN TABLE ------------------------------------------------------------------------ DRAIN SAVE: There is none; Sonic dies CHUTE SAVE (closed): There is none; Sonic dies CHUTE SAVE (to open): You will open the left and right chute saves separately. You can open them by hitting the mirror targets on the left and right sides of the table. ------------------------------------------------------------------------ This is the stinkin' hardest part of any game I've ever played in my life, so don't be disappointed if you lose here, even if you're coming in with 5 balls. Your first order of business is to open the path to the upper mini- tables and to the first emerald. At the top of the main table are five paths. The outermost paths lead to the lower mini-tables, when closed, and to the upper mini-tables, when open. (If you shoot Sonic into one of those paths, you can choose your destination. To get back into the main table, hold the direction on the control stick AWAY from the main table (if you went into the left path, hold left on the control stick, and vice versa). If you want to go to the lower mini-table, hold the direction on the control stick TOWARD the main table.) The next paths in each have a trigger, and that is your goal. You need to hit those triggers a total of four times. This will open the path to the upper mini-tables and to the first emerald. You've seen the emerald by now; it's in the very center lane at the top of this room. Get it, then shoot Sonic out one of the lanes on the upper side of the table. If you take the left lane, keep reading. If you take the right lane, skip to the right mini-table section. (I would suggest that you take the left lane; it turns out to be slightly easier that way.) LEFT UPPER MINI-TABLE ------------------------------------------------------------------------ DRAIN SAVE: There is none. Sonic drops into the path between the lower mini-table and the main table. CHUTE: There are no chutes ------------------------------------------------------------------------ You want to hit Sonic as high as possible. It seems like this passage goes on forever, but it really does have an end. Try to follow the left wall if you can, and when you reach the top, drop into the narrow tunnel directly to your left. Here, hold "left" on the control stick as you fall (you'll receive a message that says "Air Surfing, Dude!"), and keep holding "left." Don't let up for a single second or you run the risk of hitting lava and dying! LEFT HALF-TABLE ------------------------------------------------------------------------ DRAIN SAVE: There is none; Sonic dies. CHUTE: There are no chutes ------------------------------------------------------------------------ If you did everything correctly, you will fall into the left half-table. Above you is a little hook; jump into it and Sonic will grab it and pull. This will cause the flipper to pop out. Hit Sonic along the path marked by the arrows and you will grab the emerald and fall into the lower mini-table. If you miss to the left, hold left on the control stick and land back in the half-table. If you miss to the right, hold right on the control stick and fall into the lower mini-table - you'll have to come back to get the emerald. LEFT LOWER MINI-TABLE ------------------------------------------------------------------------ DRAIN SAVE: There is none; Sonic dies. CHUTE: There are no chutes ------------------------------------------------------------------------ To get the emerald in this table, you need to hit Sonic into the lane on the far right of the table. The first hit will destroy the robotic wasp and reveal the trigger. Hit the trigger three times to destroy the blocks that block your path to the emerald. Once open, hit Sonic along the new path to the emerald! You now have all emeralds on the left side. You can now either get the emeralds on the right side or go to the boss room, depending upon how many emeralds you have left. RIGHT UPPER MINI-TABLE ------------------------------------------------------------------------ DRAIN SAVE: There is none. Sonic drops into the path between the lower mini-table and the main table. CHUTE: There are no chutes ------------------------------------------------------------------------ You want to hit Sonic as high as possible. It seems like this passage goes on forever, but it really does have an end. Try to follow the right wall if you can, and when you reach the top, drop into the narrow tunnel directly to your right. Here, hold "right" on the control stick as you fall (you'll receive a message that says "Air Surfing, Dude!"), and keep holding "right." Don't let up for a single second or you run the risk of hitting lava and dying! RIGHT HALF-TABLE ------------------------------------------------------------------------ DRAIN SAVE: There is none; Sonic dies. CHUTE: There are no chutes ------------------------------------------------------------------------ If you did everything correctly, you will fall into the right half- table. Above you is a little hook; jump into it and Sonic will grab it and pull. This will cause the flipper to pop out. Hit Sonic along the path marked by the arrows and you will grab the emerald and fall into the lower mini-table. If you miss to the right, hold right on the control stick and land back in the half-table. If you miss to the left, hold left on the control stick and fall into the lower mini-table - you'll have to come back to get the emerald. RIGHT LOWER MINI-TABLE ------------------------------------------------------------------------ DRAIN SAVE: There is none; Sonic dies. CHUTE: There are no chutes ------------------------------------------------------------------------ To get the emerald in this table, you need to hit Sonic into the lane on the far right of the table. The first hit will destroy the robotic wasp and reveal the hook. Hit Sonic back into the lane at sufficient speed and he will grab the hook. Drop down and spin dash to the left to get the emerald. You now have all emeralds on the right side of the level. You can now either go to the boss room or get the emeralds on the left side, depending upon how many emeralds you have left. PATH TO THE BOSS If you just got the last emerald on the right side of the level, you're in luck, because your goal is to get to one of the upper mini-tables. To get there from that place, simply spin dash to the left, and the moment you enter the air, hold down the "both flippers" button, and Sonic will fly right into the mini-table. You can get to the boss room in one of three ways. First, you can shoot Sonic straight up the middle from the main table. Here, you need to bounce back and forth upwards along the path of little bumpers. But beware; once you bounce off of one of them, they explode and you can't use them anymore. Keep going to reach the boss. The second way (and most common) is to go to the upper mini-tables and shoot Sonic all the way up to Robotnik's ship. Grab onto the hook to reveal a little platform; jump onto it and spin dash to reach the Boss Room. Finally (this could be considered the easiest way), fire Sonic along the row of arrows that points away at an angle in the mini-table. Sonic will be thrown upward through a long tube (you've fallen down this one before) and up into the sky. At the peak of his flight, hold down the direction toward the center of the level to land on the side of Robotnik's ship. Spin dash into the window three times to fly into the boss table. BOSS TABLE ------------------------------------------------------------------------ DRAIN SAVE: Sonic drops into the tall area with the bumpers; bounce your way back up into the table. CHUTE SAVE: Hold down the direction to the outside of the table (if you go down the left chute, hold left, and vice versa). Then spin dash back into the table. ------------------------------------------------------------------------ This boss constantly confuses me. I have been unable to determine a definite pattern for defeating him, even though I've done it a number of times. However, I'll give you a few tips that should help you. Begin by hitting the trigger directly underneath the ship and between the two thrusters. After a few hits, shoot Sonic around the outside of the ship. Ideally, Robotnik will have retracted both of his weapons. Speaking of his weapons, he has two: 1) Windsocks: If you are hit into a windsock, you are fired into a window on either the left or right side. If you hit the the window three times you will be flug out of the boss stage and into the left or right half-table. 2) Claws: The claws grab Sonic and drop him into the chute on either the left or right side. If both of his weapons are retracted, you'll get a hit on the top of the ship when you shoot Sonic around the outside; otherwise you'll either land in the windsock or the claw. If you see the message "Smell my socks!" it means that Robotnik has re-instated his windsock attack. However, I do not know what message indicates that his weapons are inactive; sorry! 10 hits to the ship defeats Robotnik and finishes the game, resulting in a very lame final cutscene. But then again; we don't play the game for the cutscenes, but for the game itself! I hope you enjoyed this game. _ / \ _|__|_.__ \_/|_||_ |_|(_) :::::::::outtro This has been a Sonic Spinball FAQ by TUI The Unknown Individual TUI can be contacted at onceuponatimetherewasasquirrelwholived@hotmail.com That is, once upon a time there was a squirrel who lived at hotmail dot com All ASCII art by FIGlet: www.figlet.com Questions, comments, and constructive criticism are welcom. Rants and flames and other hate speech will not be tolerated. This FAQ is (C) 2002 by TUI and may only be found at www.gamefaqs.com End Transmission...